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Summary: An expanding list of concepts, terms, and ideas of interest to the design of communication technology, computer mediated interaction, and the human computer interfaces to interpersonal communication

Online Article

Glossary of Terms and Ideas

 

This glossary is a work in progress. I started it in part to focus myself on the ideas and concepts that need explanation, and in part to map out the territory covered both by sociology and technology.

I have started this off with sociological terms perhaps because they are the terms we're least likely to find in the user interface, human factors, or computer mediated design literatures. Unfortunately, they're also the terms around which we could anticipate the most debate. Bear with me if you find my definitions imprecise or woefully incomplete! I hope to revise this every few weeks, adding terms related to current issues and problems that concern society, the internet, communication technology, and their design and development.

  • Acquaintance
  • Age of Communication
  • Attention
  • Attentionality
  • Binding
  • Communicative Action
  • Community
  • Dyadic interaction
  • Face
  • Facework
  • Group Dynamics
  • Illocutionary force
  • Interaction
  • Interaction Systems
  • Meta communication
  • Metrics
  • Persistence
  • Persuasive architecture
  • Pragmatics
  • Presence
  • Production format
  • Proximity
  • Seriality
  • Social software
  • Social Networks
  • Synchronization
  • Talk
  • Tribes
  • Turn taking
  • User Experience
  • Acquaintance
    The sociologist sees not only individuals but relations. In the network relations model of social networks, or communities, acquaintances are those people who stand two degrees away from us. They are people we count not as direct (or close) friends, comprising our circle of immediate friends, but those to whom we have access because they are friends of friends. The concept of the "strength of weak ties" popular among network relations theorists is important because it recognizes the critical function played by acquaintances in many different kinds of social efforts: from finding jobs to finding brides. These are the individuals who provide us with access to the world of people around us, but brokered through a relationship that bestows some degree of trust on any extended connections made. While the idea supports some of the applications developed around communications technologies (from dating to finding roommates), it needs to be better qualified. It matters how an acquaintance is introduced, and it matters what purpose the connection serves. Some networks resist expansion while others embrace it. So, to apply the idea of two degrees to a social network should be accompanied by attention to the kind of interaction, its purpose, the risks and costs involved, and its longevity (expecations for future interactions).

    Age of Communication
    The conventional historical account of humankind's relation to technology begins with the tool, then the early machine, the industrial age, characterized by our use of new sources of power, and then on to the information age. By most accounts we're still in the information age, and even the "age of the network" is but an extension of it. I think of the "network age" as belonging to the age of communication, and marking a departure from information processing towards a focus on connectivity. Present concerns with technology seem far more interested in network connectivity than with processing power, and with enabling communication far more than with applications designed to increase productivity. Gains in the latter, in fact, may owe more to efficiencies of communication than to organization in the workplace or work-related tasks. But the point is not to split a historical hair. It is to recognize that if technologies continue to facilitate communication, we can no longer take human interaction for granted and must better understand the "man-machine" interface as a social—and not just user—interface.

    Attention
    We tend sometimes to think of attention as a resource, given or taken but always exchanged as we engage in social interaction. We should view it instead as a kind of energy that's put into play during social encounters. When one of us takes the floor, we don't "get" all the attention. The attention is redistributed, yes, but it is not taken from members of the audience and given to whichever one of us is speaking. It's better to think of attention as a way describing relations between people. Social encounters involve many subtle and coded ways of distributing attention, scaling it up and down, focusing or diffusing it, and always involving physical cues and facework as its medium. Displays of attention get interesting when interactants aren't physically co-present, and we need to recognize that it's the way in which mediation disrupts the coordination of social activity by shortcutting the negotiation of attention that matters more than who's giving, taking, or getting. We can go so far as to say that attention is how we get in synch with one another, and that when mediation screens the visibility and realtime modulation of attention, interaction loses much of its meta-communicative value.

    Attentionality
    When asynchronous applications like chat and IM approach near synchrony, interactions can shift their focus from content to the form, or energy of the interaction itself. For lack of a better term, we can call this "attentionality." Near-synchronous technologies like chat have enough delay (latency) that the flow of communication becomes an object of attention. We see this expressed in the form of messages designed to get attention or disrupt the "conversation" for the sake of taking the floor. Note that attentionality isn't as much of a concern in two-way interactions, because competition for attention there would derail all conversation.

    Binding
    We bind to one another as we are bound to a shared set of values and to a language and culture through which to express ourselves. Binding occurs as we communicate, as we recognize each other while also affirming the social claims embedded in speech and performance.

    Communicative Action
    "The two types of interaction can, to begin with, be distinguished from one another according to the respective mechanism of action coordination—in particular, according to whether natural language is employed solely as a medium for transmitting information or whether it is also made use of as a source of social integration. In the first case I refer to strategic action and in the second to communicative action. In the latter case, the consensus achieving force of linguistic processes of reaching understanding (Verständigung)—that is, the binding and bonding energies of language itself‹becomes effective for the coordination of actions. In the former case, by contrast, the coordinating effect remains dependent on the influence—functioning via nonlinguistic activities—exerted by the actors on the action situation and on each other." Jürgen Habermas, p.221 On the Pragmatics of Communication

    The notion that communication represents a unique form of human action is described by Jürgen Habermas' theory of "communicative action." It states that actors bind to one another through the intersubjective world they create while engaged in speech oriented towards understanding.

    Of course, communication can also be intentionally deceptive—or strategic—in practice. But Habermas' theory claims that the foundation of all interaction is the commitment we to one another while sustaining a shared, inter-subjective reality, or "lifeworld."

    Communicative action theory argues that in trying to reach understanding through talk, we bind to language and culture while also binding to one another. We bind to one another precisely because we hold each other accountable to proper use of speech. More specifically, we expect sincerity, factual accuracy, and normative rightness. These are each a form of truth claim: truth in self presentation, truth in statement, and truth in terms of normative claim.

    The purpose of using this theory is to raise the question of whether or not (and how) binding occurs when interactions are mediated. If we bind to and through our interactions with one another only under the conditions described by communicative action, the distortions, compensations, and interventions of mediation could have profound consequences for the integrity of interpersonal and social relations. If trust, for example, comes about through honest interaction, and if it is produced through communication, what impact might the erosion of trust have for our social institutions? What amount of facework do we require to satisfactorily test each others' claims to truth? How do we recognize sincerity through a chat window, or facts stated on a message board? Even if Habermas overemphasizes truth, his seems correct in claiming that speech occupies a privileged role in the reproduction of human relationships. It is interesting that he and others in the field of speech act theory and pragmatics seem to assume face to face interaction.

    Community
    Is community a result of implicit or explicit membership in a group? That would seem to be the crux of the definition. If community is implicit, then people with similar interests could be said to belong to a community. They would be members of a community of birdwatchers, though they do little besides birdwatching to sustain it. If, on the other hand, community is a product of explicit activity, then it requires ongoing communication among members with one another and in order to reproduce a set of codes, values, and other binding principles. Perhaps the best way at it is to ask: what can the members of a community do? What are they capable of? If we took this route we would quickly arrive at a set of criteria that would include community structure, authority figures, spheres of influence, power distribution, population density, longevity, and more. We could then say that community has degrees of intensity and extensity. Intensity covers the quality or nature of relationships among members. Extensity covers the domains of activity over which the community has leverage or influence. An online community then would suffer from having too little density (it's empty here!), too little frequency (the last post is 2 months old!), either of which would kill it off. A community lacking in cohesion fades away from a lack of participation. A community that overdevelops, its population growing more quickly than its core members can support, will implode. Real and valued communication gets drowned out by noise. Unable to stand the noise any longer, valued members flee, either to a new community space or to the comfort of their own homes. The fragility of community owes to its temporal nature.

    Dyadic interaction
    The dyad, or pair, is the privileged structural form in human communicaion. It's the form in which a commitment that produces trust is most easily established. Given the turn-taking nature of conversation, it's also the form of interaction we find most comfortable. Even most "group" interactions involve adressing people in turns (while holding court, we look at our audience one by one). Could it be that the brain is structured to apprehend and respond to just one face at a time? Possibly. Or it could be that subjectivity is built one interaction at a time. It hardly matters. Either way, the dyadic interaction is at the core of human communication in terms of importance as well as prevalence.

    I should say one more thing about dyadic communication. Some theorists will emphasize the individual partners in dyadic interactions; others will emphasize the pair as a structural form. This much seems clear: the degree to which each individual's own person is at stake in the interaction varies. Commnicataaion partners can completely removed from the interaction, as subjects; or they can be the focus of the conversation. Interactionists like Erving Goffman claim that the context and ritual of interaction allows communication to occur without each partner having to reveal his or her own personal world to the other. But there are occasions when this is appropriate, if not the goal (such as intimacy) of interaction.

    One might venture to say that the more ritualized an interaction (e.g. the constraints imposed by technologies), the more the intimate world calls from a distance.

    Face
    To continue Marshall McLuhan's argument that media are extensions of man, communications technologies extend the face by transforming (amplifying, constraining, translating, and distorting) its expressive and perceptual possibilities. However, in face to face interaction, we extend face and make facework commitments to one another in a manner that would seem impossible with non-face to face interaction. It thus seems appropriate to raise the claim that communications technologies extend the face, while recognizing that while extending our hearing and our speech, they do little to extend its emotive and affective capabilities.

    Facework
    Facework is the process by which we use our faces to show and provide recognition and acknowledgement to one another in communication. It serves also to supplement speech with meaning and subtlety. Attention is a byproduct of facework insofar as it's primarily through the face that we give and recognize the attention at play in any social encounter. And for that reason, the bracketing of facework that comes with mediation diminishes the mutually beneficial emotional payoff we normally obtain from live interaction.

    Group Dynamics
    In our fascination with group dynamics online we sometimes gloss over the fact that what looks like group interaction is really just an aggregation of dyadic interactions. We see a list of messages and think "group." But when we read messages, we read them from an individual. And when we write them, we often write them in response to an individual. The web is good at collecting posts, but that doesn't mean that a collection is the product of "group dynamics." Group dynamics require that we see a change in social structure, or at least in the relations among members, such that they're manifest in behavioural changes among members, and group transformation at the system level.

    This then is interesting; we think we're seeing group, or social dynamics, when we see changes in an online community (e.g. social software). Perhaps it turns into a dating community. Or members create fake friends (fakesters at friendster). It's easy to confuse such a phenomenon for something social when in fact it is a dynamic response to the constraints as well as facilitating factors of a technology system. In a system as large as Friendster, member photos are a quick way to filter through the population. That encourages dating (which is to say, behavior informed by physical attraction). Likewise, since the size of population at Friendster increases competition, fakesters and testimonials emerge as a natural compensation.

    But if this is social dynamics, it is so deeply informed by technical architecture that it is as much an expression of technical features as it is social dynamics.

    I suspect that the most accurate way to interpret the "group dynamics" of mediated interactions is to view the social system as "low-intensity," and its interactions as "thin." The reason we can have interactions in such a "community" at all is due to technology's assimilation of social and interpersonal transactions. Technologies perform some of the operations or functions normally taken up in personal interaction, or embedded in rituals. The bracketing of face to face expression lowers the emotional potential of communication (and decreases the physical risk of physical injury!), making it safe.

    It would seem then that to grasp the dynamics of mediated group dynamics we would have to develop a grammar or system that could describe the mediated interactions at the interpersonal, group, and social levels.

    Illocutionary force
    This term, taken directly from speech act theory, explains the extra-linguistic phenomenon by which we motivate one another through speech. Whereas locution is to state something, illocution is the power of motivating the listener by saying something. It might be motivating agreement, or action—what distinguishes it from simply making a statement is that the effect is measured by a change in the listener's relation to the speaker. This kind of force, and it has been described differently by psychologists, philosophers, sociologists and others, is critical to analyzing the impact technology has on communication and the production of human relations through mediated interactions. Because if there are attributes of illocution that depend on face to face interaction, then clearly the intervention of technology would have repercussions for interpersonal relationships as well as social relations at large.

    Interaction
    We interact with stateless (static) objects, dynamic systems, and each other in very different ways. So to start off, we need to define that with which we're interacting. This gets complicated in the case of communication technologies because they require us to interact with two domains at the same time: the technology, and the person(s) at the other end. It might be valuable to look at technologies of communication not only in terms of their place in a social system, but as interaction systems in their own right. What kinds of interaction do they privilege? Perhaps those are the kinds of interactions that create emergent social phenomena. Surely a system like Friendster.com encourages a kind of interaction practice (call it linking, brokering, leveraging connections, social webs or networks) that makes the dating marketplace an explicit—if not the core—quality of its community. The kind of social system seen on Friendster is a product of its interaction system. At issue for designers and engineers then is How do we tweak a set of communication tools to encourage this or that kind of interaction, with this or that kind of effect?

    Interaction Systems
    Our interactions with one another are always informed by the context in which they take place, though we are free to go along with social convention or to subvert it. In either case we begin with the convention, simply because it's only through social context that meaningful communication and interaction is possible. Without it we would be but islands of non-communicative gibberish. The growing adoption of technologies for the purposes of file-sharing, buying and selling, dating, fundraising, discussion and more raises questions concerning their role in producing certain kinds of interactions, and certain patterns of behavior. We know the technologies play a role in transforming "social" interaction, but we're not clear on how to break it down. When do technologies, their interface, design, and features block our view of others? When can we see right through the technology to the individuals on the other side?

    All technologies of communication contribute to the interaction systems that emerge around their use. Phones are transparent to us (we hear right through them), but texting is not. And the same for many online interaction systems. This self-conscious feeling we may get while bidding in the open, posting testimonials to Friendster, or texting in front of friends (have you not once tried to hide what you're writing, as if it were a note being prepared for delivery in the back row of 6th grade science class?) is testimony to the fact that we do sense a public, but are not yet sure how we relate to it (and it to us).

    Interation systems are a combination of technical architecture and user participation. Mapping the complexities of individual and group behaviors is much more difficult than charting technology design. But if we are going to leverage our understanding of social interactions, communication, as well as interface design and user experience analysis, we need a better understanding of how they interact. These are dynamic systems, social environments in which slight technical or design differences produce very different results. And in which varying degrees of competency among the user population also scale to create very different kinds of community or interaction. We are only beginning to understand what interactions systems do, and where they belong in our daily practices. Given the constraints on time and space on communication and on physical presence, we are likely to see more and more of our "social" interactions move to mediated formats. For better or for worse.

    Meta communication
    Meta communication refers to the meanings produced during interaction whose sense exceeds language, or is not expressed through language. We recognize that a lot more happens between people than what we put into speech. The meta-communicative benefits of interaction include being acknowledged, seen, and recognized. How these effects are transformed by technology, and by asynchronous technologies like email, IM, text, and chat especially, should interest those concerned with how technology intervenes in the well-being of our relationships to one another.

    Metrics
    Numbers. Our culture is obsessed with them. We consume numbers as if they were some kind of cereal. (Serial cereal.... One's, two's, three's, all baked into little chewable bits of wheat and oats. Now there's an idea.) We love numbers, rankings, ratings, polls, surveys, not to mention all of those improbable statistics that punctuate the modern sporting event.

    But for all our interest in numbers, it's not the absolute number that intrigues us. Nor is it even the relative number. It's the number's movement, its direction, its trend. Numbers in and of themselves have little meaning. They need context if they're going to have weight. We need to see the relations between the things measured to know what the numbers mean.

    Still, context is not enough. Our culture is dynamic, and we measure ourselves against time. Without time there's no change, and without change, there's no value. (How do you measure value if you don't have difference? You can't). In our culture, information, news, talk all come down to time, and speed in particular. So we look at numbers for their trend, measured and represented in terms of change (which is a relative number), direction (up or down), and speed (rate of change). Numbers, taken at face value, really don't mean anything. We have to stop counting numbers and instead recognize what makes numbers count.

    In an ideal world, marketing would give up counting, let go of its preoccupation with the number, and focus on what moves them in the first place. Trends, change, speed, flow... It's communication that drives these processes, that results in the exchange of ideas and opinions, that makes the association between one interest and the next.

    Persistence
    Our relationships survive our separation, and thanks are due in part to technologies of communication. For something to persist, it must endure over time. Which is why we need to understand that technologies contribute to a kind of temporal presence, or a presence that persists through time in spite of physical absence. Indeed, many of us maintain long-distance relationships in which we can feel surprising close, emotionally speaking. To what extent relations can persist through physical distance is and probably will be unknown and unknowable. But that technologies of connectivity support and enable contact to persist explains some of their popularity if not their effectiveness.

    Persuasive architecture
    This is a good term, but an imprecise term. It's one of those terms that seems to offer a solution, while concealing the fact that the solution is a sleight of hand.

    As far as I am aware, communication (between people) is the only experience that is truly and honestly persuasive. All other "persuasive" phenomena are seductive, beguiling, misleading, intriguing, enticing, etc., etc. The way I see it, persuasion is a product of speech used to persuasive effect by one person with another person. It's persuasive because it involves a relationship between two people. It's the very fact of human stakes—vulnerability, promise, obligation, commitment, etc.—that creates persuasion. For what is persuasion if not to bend another's will, to lead another to some conclusion against the very reasoning that individual would have mustered against it?

    Now, architecture can guide, but it can't persuade. It can spotlight, illuminate, and with the use of hallways, doors, stairs and more, it can steer... But none of those architectural feats will have convinced the user of anything. And none of them will have provided any reasons for or about anything either.

    If we want to use ideas like persuasive architecture, persuasive UI design, persuasive site design, etc., we need to step back for a moment and own up to what we're trying to achieve.

    Do we hope to convince a user of something (x) by means of changing or shaping his or her mind about it, in such a way as that person can convincingly convince another, and so on... In which case, we're talking communication, speech, language, and nothing less. OR do we wish to make emotional claims upon users and nudge them towards the actions and conclusions we want of them, regardless off how we really get them there? Because yellow is not a reason, though it can be effective.

    Pragmatics
    Pragmatics is the term used to cover the theoretical approach to communication in which the performance and context of interaction is critical to unpacking the meaning embedded in the use of speech and language. We are using, and hopefully contributing to, pragmatics for the simple reason that we believe the medium matters to the message. Not that the medium is the message, but that the medium must be recognized as belonging to the production of the message. A pragmatics of communications technologies would address the how of mediated communication: how media are used, for what kinds of interactions, and in what kinds of practices. To extend pragmatics a bit further, we suggest that mediation establishes its own domains of interaction. The "how" is then necessary to some practices—those that would be impossible without a technology.

    Presence
    We are social creatures by construction if not by nature, and something special happens when we're in the presence of others that we recognize without being conscious of it. We become aware of others in our field of presence. And we make this known, again, whether consciously or not. Sociologists use the term "presence" and "presence availability" to describe this, and it's of interest to us for the simple reason that technologies today enable communication, or make us present, when we're not present. We either have to revise what it means to be present, or ask whether or not mediated presence amounts to the same thing as face to face presence.

    Production format
    Mediating technologies transform the linguistic embeddedness of human interaction. Technologies either mediate the mouth and ear, or engage writing as a secondary medium of linguistic exchange. By arguing that technologies of communication serve as its production formats, we emphasize the "how" of interaction (over the content, or what, and actor, or who). This is worth noting for the reason that most theories of communication take its production for granted. We believe that the means of communication are significant enough to warrant study, and that under circumstances of mediation, we cannot take ordinary speech for granted.

    Proximity
    We tend to think of proximity in spatial terms, as of a field of proximity. But our use of mediating technologies suggests that we're capable of being in proximity to others in non-physical terms. Perhaps we should propose that there is an emotional proximity as dear to us as physical proximity. Or perhaps we should test the notion of a temporal proximity based on frequency, speed, and rhythm of interaction and not bound to physical proximity. And there are probably other ways of formulating this also. Either way, new proximities enabled by communications technologies require us to negotiate ambiguities of absence, and to engage in interactions lifted from contextualizing situations of co-presence. These proximities characterize the age of communication by producing new ways of interacting and of maintaining relationships.

    Seriality
    Many theories of communication maintain that interaction involves a seriality of action in which events occur in sequence, one after the other. One common example is the turn-taking structure of conversation. Another is the view that much activity is constructed out of action chains (or steps). Mediation, by lifting interaction from physical place, dislocates the linear nature of seriality from physical presence. It is far more difficult to negotiate turns during asynchronous communication. We should be interested to know whether or not we develop new skills as negotiating activities out of synch, or whether seriality is somehow preserved even in mediated activities.

    Social software
    Social software applications like Friendster, Tribe, Ryze, LinkedIn, and Meetup, for all their differences, have this in common: they produce social interaction. Where they differ is in their flavor. Some, like LinkedIn and Ryze, are meant to encourage business networking. Others serve up dating. All exist to combat the noise of the Net (email especially), and to offer a alternative medium based on trust (it's assumed that acquaintances trust one another, and that we trust those who know the people we trust).

    These systems seek to realize the value locked away in latent connections, be they unrealized friendships, soulmates, or colleagues. They see people as content in a sea of information, where the basic power of relationships often goes unrealized simply because it can't be recognized. So social software systems don't so much create connections, as manifest them.

    So what then, are they made of?

    • Access The system provides access to members. Most systems are semi-public; they may provide limited information about members to non-members, or they may even limit member access to other members (as with relation-based systems like LinkedIn). Access is a system feature as well as a constraint. Access to members in the system is regulated by one's own personal and extended network, so while the system exists to create access to people, it limits access on the basis of qualifying relations. The greater the population of a social system, the more noise it produces, and the more valuable its constraints become. As in any social network, access produces cultural boundaries. It's regulatory function defines the in and out, and the inside from the outside. The fine line for social systems thus runs between exclusivity and inclusivity.
    • Relations Much of today's social software is designed to exploit the intrinsic economic and communicative power of relations, or links. Because this borders on an obsession for some of us today, we would be wise to consider the possibility that these online social networks simply reflect the power of links in a networked world, and the timing of software and online services in an age overburdened by noise and complexity. The relations that distinguish these services are not the strong ties of first degree friends, but the strength of the weak ties running from our friends to their friends. If three individuals are connected by only two ties, A--B--C, an implicit third tie exists from A--C. That's, at least, the idea. Some social network analysis in fact calls the triad with two ties the "forbidden triad," based on the assumption that if A and B, B and C have strong ties, then a third tie will exist.

      The psychologist's term for interactions among threesomes is "triangulation," and we all know how it works. It may not make the best family structure, but it's hard to imagine a good mystery or suspense story without it. Triangles are uniquely prone to "ganging" behavior, in which a pair isolates the third member. And so triangulation is that special kind of communication in which the three parties trade information in pairs to generate a dynamic of shifting allegiances and isolates (A-B,C; A-C, B; B-C, A).

      While social software networks often grow their populations on the basis of a strong tie (friendship), they exist to leverage the weak tie of acquaintanceship. That's the implicit third tie. These systems are actually based on implicit triads formed out of explicit dyads. The latent third tie is assumed to be functional, even though it may not yet be explicit. That's the software's job. (Any software that could produce latent ties from existing, explicit links, ought to do the trick as long as individuals have an efficient means of contacting one another).

      The value of a social software system will quickly be shaped by the degree to which latent ties are made explicit, for what function, and with what kind of success. In a social system, surplus value is obtained not from labor, but from relations. (See currency, below.)
    • A currency Social systems, like economies, have currencies of exchange. But unlike economies, their currencies don't serve as an exchange equivalent for everything. In other words, not everything can be exchanged for anything else. The society values some thing or things more than others. For example, a dating system operates with the currency of attraction. Jobs aren't in play.

      Whether it's physical, emotional, intellectual, or competitive, attraction is the force that organizes the system, and motivates participation. Or to take another example, the system may value trust and connectedness—the "who do you know" system. Here, unlike a dating system, it's about connectedness (you get interesting results when, like Friendster, you combine both logics in one application). Connectedness makes members stand out, which makes them popular, which further attracts interest, and so on. (Friendster is not about sexual connectedness—else prostitutes would be best off—but rather uses social connections to compensate for the anonymity of online dating).

      There are many other ecosystems/currencies: file-sharing networks privilege volume or collection size; trading networks value price; career networks value rank; online communities often value seniority (competency and longevity); and so on. In any kind of social system, the currency in play explains "what's going on." It's really as simple as knowing what the action or activity is, or, what people are doing. From there, we know "how to proceed"—and that is the core feature of social interaction.
    • A Public The system creates some kind of a public. I hesitate to say public sphere, and I'm not comfortable with "public space" either, since it's not a space. But message boards, discussion groups, listings, posts, who's on pages, etc., do make the public explicit.

      This public does shape the tone and personality of the community to some degree. But it's not a public insofar as it brings together everybody present. We do not yet know what these kinds of systems are capable of doing. The limits of their potential are related to how they create and produce "publics."
    • Iteration Iteration is required to get anywhere in a social system, be it dating, career networking, collaborative work, etc. We often miss the fact that a social system is built as much in time as it is in a "place." The same comment goes for communication also. Conversation, interaction, and most other forms of social transaction (economic exchange, gift giving, ceremonial/ritual practices) involve iterated acts, or "action chains." Members who drop their participation in a social system quickly fall from view.
    • Multichannel Architecture As in "real" spaces, social software applications also permit multiple channels for different kinds of interaction. And by this is meant public and private, or better, front and back regions. Those comments, messages, and other posts that take place in front of everyone (who's interested) are public interactions. It's interesting, in fact, that you can tell that some of the interactions between two members held in public are written for the public as much as for the member to whom they're ostensibly addressed. Now that's social! Back regions permit conversation among members away from the public. At some point in the future we'll be able to add modes: visual, video, voice. (Note that identity is not in play here. Anonymous or pretend interactions and communication are a form of interaction, not a feature of social architecture).
    • Self Reflexivity A culture that is not only aware of itself (as such, and as having an identity that "transcends" its members) but in which members can provide reasons for their behavior is self-reflexive. Members have enough knowledge of the culture, and it is "thick" enough to be consistent, such that the culture informs their actions, their style, in short their participation.

      In a social software system that leverages dyadic relations into emergent social behavior, an implicit tension exists between non zero sum and zero sum economies. A first degree relation is assumed to be non-zero sum. That is, it costs me nothing and it costs you nothing to communicate, to exchange messages or information. In this sense, we do not lose anything by communicating. Rather, we both benefit, and our relationship gains value accordingly. In a social system, however, constraints on resources, access to them, and hierarchies or inequalities among participants produce zero sum exchanges. Not everybody can get equal attention at the same time. Nor can everybody be equally popular (else the term would have no meaning). Though we may be "in it" together, we compete (zero sum). Dates are obtained at somebody else's expense.

      We bring to any kind of ritualized social interaction an understanding of what's going on, what's in play, and how to proceed. This applies, too, in social software systems. It's an example of self reflexivity because to proceed we have to have an understanding of what's going on in order to successfully engage and participate.
    • Coordinates Activity The social system is useful in coordinating activity and action. A social software application might enable trading and file sharing, or collaboration around work-related projects. Either way it needs to be able to direct communication around that activity, it needs to provide various decision points, compensate for failures, anticipate mistaken actions, and acknowledge activity completion.
    • Breath and Rhythm Social software can produce a sense of pace, rhythm, and intensity. It breathes, and it can be felt breathing. Sometimes we sense this in terms of action ("it's really dead this week"). Or we sense it as scale ("it's taking off"). A good social system can not only convey raw population numbers, but develops daily rhythms (day-time vs late-night) and routine regularities (not fridays or weekends). It's a fact of the medium that temporal regularities have only a short calendar; days, but not months. The medium built on speed has not yet begun to exhibit a sensibility for institutional time. I think the longest wavelength we can describe is probably the season. (Winters are generally better online than summers.)
    • Multiplexing This is a term used by network relations theorists to describe relationships between people that are maintained in a variety of modes and through a number of associations. An example would be the teacher who sees parents of her kids at neighborhood meetings, in a local book club, and who also responds to emails. A social software system is sensitive to real world connections. Perhaps the core strength of systems based on links/relationships is that the relationships exist first in the real world. Before they are used to invite new members. Online participation is helped by the fact of real-world relations.
    • Normativity Part of what makes a collection of people a society is that the society has some claim on the behavior of its members. Even when this claim is enforced by members themselves, it is on behalf of the community. Some writers have referred to the role played by "karma" on Slashdot.org. Karma is really the same thing as normativity, though watered down a bit for lack of physical co-presence. Normativity exists in a social software community if its members self-censor or constrain themselves in order not to damage their standing, position, reputation, etc. The longer members expect to be in the group, the more they should anticipate the community in their actions.

      Social software systems can build normativity into their design, in process, action sequencing, temporal routines, use of pictures, testimonials, identity authentification, as well as in constraints on access and communication. After all, the content of any social software system is people. However, no codification of normative claims in the form of software controls can provide the social function of normativity.

    Social Networks
    Among the internet's celebrated features is its ability to connect people with shared interests. These social networks become cultures in which communication can serve to create virtual communities whose members meet infrequently if ever. Their strength is measured by their age, the frequency of their interactions, the density of connections among members, and their mode of production (e.g. email, IM, chat, blog, phone, face to face). The reason we would measure the strength of a social network by its communication is that it's through communication that trust is produced and maintained. Trust comes into play in relations between members (their past experiences with one another develop confidence and stability), in the group's predictability, its identity (which is reflected in a certain amount of conformism), and so on. The trust that exists in a social network binds its members and is the weave of its social fabric. But what makes social networks an interesting topic of study is their dependence on communication and the fact that new technologies seem to make many of them possible. The ties that bind over text-based message boards may prove to be weak in the majority of communities today, but we have little idea how powerful virtual networks might become as video and mobile connections take advantage of greater bandwidth and decreasing costs of participation.

    Synchronization
    A series of ads during the dotcom era showed, to great effect, what can happen when events occur out of synch. Although the company's product involved the synchronization of PDA's and desktop applications, its ad agency was thinking of more entertaining possibilities. There's no doubt that we're aware of being in or out of synch with others when we're together. And we seem to have developed the same sensibility for mediated interactions. Communication has a particular flow and intensity, rhythm and pacing, that artists in time-based fields like music, film, and performance are acutely aware of. Ignored by linguists, timing does in fact play a role in communication. It can lend participants a sense of action, of "clicking," being out of synch (sorts) or of being in the groove. Athletes call this supreme synchrony being in "the zone," where action and often interaction reaches peak performance. To the extent that technologies intervene in our experience of timing, or in our ability to demonstrate timing or express a sense of synchrony, they undermine our attempts to create rhythm in our interactions. Perhaps the stuttering effect of chat owes more to timing than to content. If so, we would also have to argue that the quiet and isolation that can overcome a message board or discussion list owes something to our intrinsic sense of timing and its relation to interaction.

    Talk
    "What, then, is talk viewed interactionally? It is an example of that arrangement by which individuals come together and sustain matters having a ratified, joint, current, and running claim upon attention, a claim which lodges them together on some sort of intersubjectve, mental world." Erving Goffman, Forms of Talk, pp. 70-1

    Talk is arguably the most important means of reproducing society. It's the form of human activity as which members of a society we maintain our relationships to one another. At the same time, it is the means by which we articulate the cultural values embedded in language, and stand able to justify those claims—as individuals. Through talk, we unfold our personal commitment to one another, even if that commitment is only to continue in conversation, while simultaneously and effortlessly reproducing the society to which we belong.

    Technologies of communication provide us with a means by which to remain engaged in an "open state of talk," that is, a discontinuous interaction stretched across time. This is particularly true of asynchronous technologies, but even phone calls are sometimes a strung-together chain of turns that must be taken together to manifest a conversation. One of the interesting issues of mediated interactions thus becomes the management of this intermittence, and each participant's competence in sustaining engagement in spite of irregular and frequent periods of quiet.

    Tribes
    There's been a lot of talk about tribes (urban tribes, tribe.net). People want to know what makes them novel. Tribes have in fact been around from the very beginning, of course. They're the first form of social organization we can refer back to. What's novel is not the tribe as a form of organization, but who's in them, what they are good for, how they are maintained, and what kind of "whole" they are a part of.

    • Tribes are not just for teenagers. Here in San Francisco, we stick with our tribes well into our thirties (and forties, shh). What's new? That you can be a member of a tribe out of character with your "place in society." Grown men can still build train sets. So rather than the tribe organizing society, the tribe is only one form of social organization.
    • Tribes are not only good for hunting and gathering. They're good for Burning man, file-sharing, and survival in the caves of northern Afghanistan, along with much more. Informal and ephemeral at one end of the community spectrum, rigid and binding at the other, tribes can serve to accomplish virtually anything that requires some kind of structured interaction and communication. And note that the interaction doesn't have to be real time or even face to face.
    • Which leads us the third point, which is that tribes can be maintained with the help of the internet and other networked/communications technologies. Tribes can be joined, maintained, and sustained through connective media. We're not required to ride camels across an open desert to exhibit tribal community behavior.
    • And last, tribes have become interesting in part because the society in which they "reside" has transitioned out of "mass culture" and now supports subcultures and their differences. (As long as they produce + consume, of course). We live in tribe-friendly times. There's a domain(name) for every tribe. Soon there may be a tv channel too.

    In other words, what makes a tribe are its members, their activities, their interactions, and their common context. Knowing a bit more about what they are, we can ask what can they do.

    Turn taking
    "Given a speaker's need to know whether his message has been received, and if so, whether or not it has been passably understood, and given a recipient¹s need to show that he has received the message and correctly—given these very fundamental requirements of talk as a communication system—we have the essential rationale for the very existence of adjacency pairs, that is, for the organization of talk into two-part exchanges. We have an understanding of why any next utterance after a question is examined for how it might be an answer." Erving Goffman, Forms of Talk, p. 12

    This term describes the tendency in talk for speakers to take turns at holding the floor. While one speaker takes her turn, others are expected to listen. Much can be explained by an appreciation of our familiarity with turn-taking rules, and our tendency to adhere to them even in non co-present encounters. The turn-taking rules that inform face to face interactions persist, though often in a compromised form, in mediated interactions. Messages often follow a reference-response structure. Calls are still answered. An examination of mediated interactions accompanying any range of interpersonal or social transactions would probably show that even when things are out of step, actors rely on some version of turn-taking to verify that actions have been completed according to a familiar sequence of steps.

    User Experience
    Before they can get started designing anything, designers have to know something about their product's users, what they will do with the product, why, and so on. It's been common practice in the UI design community to design towards a smooth and positive user experience. The customer knows best, in other words. But user experience is elusive goal. As long as it's defined in abstract terms, it can only be "measured" in abstract terms. So we refine our concept of the user and give him or her something to do, and a dose of personality. Now we have a specific user's experience. And that's easier to design for. We can measure our product against how efficiently it enables the user to accomplish the task at hand. And the more we know about the user's task-orientation, and goals, the more accurately we can create methods by which to take our measurements.

    The concept of a user experience will always walk a fine line between providing helpful design goals on the one hand, and unattainable abstractions on the other. The reason for this is simple. All product use is context bound: we use a product for something particular in the here and now. The best we can do with that, as designers, is generalize from specific uses. As designers, however, we often wish to create a more general, nonspecific and branded user experience—speed, efficiency, accuracy, convenience, quality, etc.

    You cannot combine the general and the specific without some degree of compromise. Knowing where to draw the line, and what to compromise, is critical if you are going to get the user experience you're hoping for. Either design to targeted users (presumably to meet business goals), or create the best of all possible generalized experiences.


    © 2003 Adrian Chan. All Rights Reserved. Contact Gravity7.